Sorcerer Bonus Feat

Started by Stranger, October 17, 2019, 07:04:13 PM

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Stranger

This idea came in EFU main, suggested by Knight of Pentacles, and would probably be enough to end the sense of disparity between sorcerers and wizards forever.

I recommend that an appropriate Spell Focus feat be attached to each sorcerer perk. The DMs could use Tala's existing perk innovation to directly apply the feat to character files. This move would help facilitate a diversity of builds and to improve the prospect of "double GSF" spell confluences (as would benefit, for example, evo/abj Persistent Blade) that heavily tax sorcerers.

Personally, I'll still prefer wizards over sorcerers even after this change is made, so I think that it floats.

Here is a list of each perk and potential focus feat...

Bone Warden - Necromancy
Carrion Feaster - Necromancy
Contriver - Abjuration
Cultist - Conjuration
Dream Eater - Enchantment
Hematologist - Divination
Hydromancer - Evocation
Infuser - Evocation
Lifestealer - Necromancy
Maiden of Woe - Necromancy
Mesmerizing - Enchantment
Ooze Savant - Conjuration
Planar Bound - Conjuration
Rotbringer - Necromancy
Scion - Transmutation
Spellsword - Abjuration
Stalker - Divination
Tribal Shaman - Transmutation
Unpredictable - Transmutation
Witchcraft - Transmutation
Zealous Faith - Abjuration
Arcane Mimic - Abjuration
Positivist - Conjuration

Anonymous Lemur

The tweaks that have been made to make certain sorcerer perks stronger are plenty. Adding these feats, while helpful isn't very interesting. As someone who plays mostly sorcerers I enjoy the recent little tweaks such as the change to vampiric touch for hematologists and think that those should be what we lean toward.

Some examples:
Bone Warden - Stone bones is now area of effect around the caster
Carrion Feaster - Ghoul Touch +4 to dc, targets killed during the effect rise as ghouls
Contriver - Mage Armor cast on self grants 2/- physical
Cultist - Summons have a 1/4 chance of being one level higher, but lasting half as long
Dream Eater - Targets of the slumber spell must roll to save three times

You'll never change the disparity between wizards and sorcerers. They're far too different and these feats certainly wouldn't make a dent as it is not the extra feats that make wizard good. That said, most players, while talented in playing melee, aren't so well versed in wizards that the disparity ever becomes something you cannot overcome, except in a few niche circumstances. Most who do play wizard in a manner that is so overwhelming, quickly come to realize how dull it is compared to it's more impotent , yet flavorful sorcerous counterpart.

TL;DR Spell changes based on perks are more fun than just free SF and wizards played optimally are far less enjoyable to play from a mechanical perspective unless your hobbies include watching paint dry.

Knight Of Pentacles

It isn't about necessarily making the sorcerer stronger as much as making it possible to play more diverse sorcerers.  As it is there are only a set number of ways to build most sorcerers and that's it unless you want to cripple yourself.  This change would allow a sorcerer to branch out a bit without  making themselves inert. 

Random_White_Guy

Having taken one of the more favored powerful sorcerors (Spellblade) and crippling it by being an unarmed DBZ trope meme I can say first hand that the worst part of Sorceror is the expectation.

Naga's suggestions I like because it does give a degree more of use for what people usually specialize in for those sorcerors but it's just nauseating both as a player and someone who watches other players to just kind of "Know" exactly what spells a PC has based on their perk and the optimum build.

Giving free SF just makes people go even more hardline as 'If I want to necro I must take X perk and X spells so I can use SF Necro".  Where as someone who wanted to say, make a Contriver who wore Bone armor and took all necro based spells is suddenly even more gimped.

It's not optimum built to go for powergaming purposes or to be strong but just to Survive on EFU. Playing a Spellblade who at level 8 took neither Minor Globe or Imp Invis was just a collossal dickpunch in most instances where if I had fit the "Recipe" for lack of a better term more closely I could have been.

So giving Hemo the Vamp angle is great since not many people look at Hemo and go "Oh man I gotta necro that".

More tweaks like that which embody the spirit of the perk is what i'd advocate for.
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